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China Oil-Grab Build Order

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# 1Rising` Dec 11 2008, 22:30 PM
I thought I'd try writing a guide so here it is. Any comments/feedback nice or otherwise would be appreciated smile.gif

The Oil-Grab Build Order


90% of decent 1v1 games you are likely to play will be random mirrors. This isn't a problem for usa due to the satellite scan or gla as it is a very flexible faction so the random factor doesn't cause much of a problem either. China, on the other hand (ignoring infantry throughout), have to choose a 'one size fits all' build order and hope for the best. Dual warfactory is probably the most commonly seen china BO followed by middle builds. The oil grab build order, my personal favourite, has been around for as long as the staple china builds but is used a lot less frequently than the others.

I'd say this build order is best suited to vchina as it has the least viable alternatives but is still effective with nuke and to a lesser extent tank. I will try to explain how to perform the oil grab build order, its' advantages and disadvantages and show it in action.

The Build Order

In sequential order:
  • 1st dozer - Power
  • 2nd dozer - Barracks pointing towards the middle, adjacent to Command Centre
  • Sell CC
  • 1st dozer - Supply Centre at primary supplies
  • Rax - Queue up 2 th's, a pair of red guard's and the capture building upgrade.
  • 2nd dozer - Supply Centre at secondary supplies
  • 1st dozer - War factory
  • WF - Gat or Outpost to closest oil
  • 2nd dozer - Unsafe flank defence

This should result in your base looking something like this:

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Additional Information

Depending on which spot you have either send your first tank hunter to kill the furthest car (from the top spot) or to kill the closest car (from the bottom spot). If your opponent is slow in getting their cars you may be able to kill both cars. For those who didn't know due to the rotation of the command centres the top spot can get to the middle quicker than the bottom spot hence the difference in th commands. The same logic should be used for taking the terror cars with terrorists. Send 1 red guard straight to each oil.

You have 2 choices for your unsafe defence; either a bunker or a gattling cannon. I would recommend a gatling cannon vs gla/usa and a bunker garrisonned with 3 th's vs china. You need to make this decision early on in the game before you will have seen the enemy's base. Depending on the BO your opponent adopted you may have come in to contact with them already . For example if the enemy is gla and went for a car/middle tunnel/or any form of forward tunnel bo you will have seen them already with your th's/red guards. The same applies for middle china builds however I wouldn't instantly build flanking defences vs middle china builds as they are unlikely to try to flank you early on.

If at this point I still have no idea who i'm up against I will waypoint scout to find out. The easiest way to do this is to select your wf as soon as you have placed the scaffold and set a few waypoints to your opponents supplies. If you can't detect anything in the regular supply
centre placement you are facing usa (or a very poor china) so gat cannon on the flank. If you do find something there you are most likely facing china (For more details on waypoint scouting, finding power for example, check out this totw). While waypoint scouting isn't 100% watertight with a bit of practice you should become pretty accurate.

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Usa (War Factory rally point set)

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China (Unable to set rally point)

Depending on which faction i'm facing will also determine my first unit. Gat vs usa or gla and Listening Outpost vs china (Nuke Bm vs any faction if applicable). Keep your first unit just infront of your oil to protect your red guard while capturing. As soon as you capture the closest oil and hopefully the far oil as well an airfield is your best bet as vchina. The only exception to this is if your facing tank or possibly stealth in which case teching up (building a propaganda centre) is usually the best course of action. If your tank or nuke oil grabbing i'd tech up under most
circumstances.

Common problems

The chances of performing this build order without a hitch is quite unlikely, against a compotent opponent anyway, so it's important to know how to adapt.

Losing your unsafe dozer before you get your defence up:

This is most probable against gla/usa. In this situation as soon as possible send a couple of gats to that flank to cover any more technicals or stray vees from getting into your base. Get your af up as soon as you grab your oil. Don't be tempted to send your dozer over to the unsafe to finish building your defence. This is exactly what your enemy will be expecting and will in all probability result in losing your final dozer. The chances of winning with just a rax and wf are slim so keep that dozer safe! Once you've got migs/helix up and running you can then either try to seal off your unsafe flank, as you can protect your dozer more successfully, or leave it open which is no longer such of a problem.

Failing to capture the far oil

This isn't a major problem as even with only one oil your still at an economical advantage but have another attempt at capturing it if you think you have a chance;
be prepared to give up on it if your enemy has it well defended.

Failing to capture either oil

Now should this happen your in trouble as you don't recieve the bonus $1000 to start your af. Make capturing your closest oil your number one priority.
Send a second or even a third pair of redguards to your oil and make sure it is well guarded. Don't try building an af/prop centre before you capture an oil
as this will completely halt your unit production leaving you exposed.

Advantages of the oil grab bo
    + You gain good map coverage allowing you to see threats early on; you should be able to see at least half of the map.It also gives your opponent a difficulty in taking the middle, especially important against gla.
    + After securing one or both of the oils you should be at an economic advantage.
    + It buys you time to get your most valuable assest (strong air force) into play.

Disadvantages:
    - It's a very defensive bo so you won't be able to harass your enemy early on giving them a fairly easy ride to start off with.
    - You have relatively few attacking units early on.

Replays:

Some of my games from recent clanwars.

Attached File Oil_Grab_Reps.rar
Size: 296.4k
Number of downloads: 452



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# 2UNr34L Dec 11 2008, 23:37 PM
Why not make it a TOTW?

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# 3Rising` Dec 11 2008, 23:44 PM
Well it's a guide more than a tip.

Depends how lazy I am; This week's totw might just be a link happy.gif


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# 4UNr34L Dec 12 2008, 01:14 AM
wub.gif

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# 562Ez Dec 12 2008, 01:39 AM
nice guide smile.gif pretty detailed

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# 6CheeKy` Dec 12 2008, 13:04 PM
Nice guide and there are few people who used it against me but the problem is that when you lose like the "unsafe" side and the GLA manages to get a tunnel up there somewhere you are just totally screwed.

I like it but I rather use something else because this imo is very risky...Also mining your sups once you lost the gat at the flank is quite useful as well.

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# 7Yumi Dec 12 2008, 19:01 PM
Nice guide, just pointing out that the unsafe defensive structure isn't necessary every game, and that mining your supply is a possible alternative here. Also I don't think you can fail to capture your main oil if you build a Gatt first and send it there, the most common counters are a Technical or Humvee, both of which die to a Gatt early game. You then follow up with an Outpost to check for Spy Drone and because Gattspam blows against everything, and then you play on from there.

Always go Airfield vs Stealth as VChina, you get nothing useful from the Prop Centre (Lotus to capture Oils you already have, Nukes/Infernos that can't deal with aggressive units early game, and ECMs which are good but don't do any damage plus Dragons/Gatts aren't that bothered by RPG men). Helixes/Migs are both good vs Stealth, so yeah.

This bo is pretty good in Nuke vs GLA smile.gif It is hard countered by GLA going oilgrab, but that isn't too common.

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# 8Rising` Dec 13 2008, 11:20 AM
Thanks

I don't personally like leaving my unsafe wide open with vchina but i've seen people do it. As cheeky said also, if you do lose that dozer mining the sups is a good idea. Yeah you are pretty much guaranteed that closest oil; at that point in the guide I was just trying to think of things to pad it out a bit smile.gif

The stealth part was a bit of an after-thought, I should have explained it better. It just came about from a couple of games
I played before posting. I'd already gone for my usual af but was just facing waves of quads so found that getting another wf up was my only real choice. That then got him to tech which allowed me to get my air up.

Good thing people are suckers for the cars really smile.gif



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# 9Star Ocean Dec 16 2008, 20:24 PM
Thanks Rising. This will make our games more interesting.....for me!

Also inferno cannons own stealth.

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# 10CheeKy` Dec 20 2008, 16:21 PM
QUOTE
Also inferno cannons own stealth.

They do but you need BN and 3 infernos which is already 4700 then I rather spend 1 GP and 1600 on a nuke cannon.

But yeah they are fucking effective, shoot fast and do shitloads of the damage when a firestorm is created.

Only get them when you already got the BN upgrade...

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# 11Sparky Dec 20 2008, 17:20 PM
I don't agree, they work fine without Black Napalm too; their damage type doesn't change and a regular firestorm burns through everything as well. Besides, they're very mobile and their range always surprises me in a positive way; a Nuke Cannon does way less damage because of the ROF and dies so fast because you can't retreat it once deployed.

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# 12Star Ocean Dec 20 2008, 19:51 PM
If your unlucky enough not to finish USA as infantry before they get all their faggot units such as pathfinders then a nuke cannon in the mix can really help. Pushes avengers away.

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# 13M4CHIN3GUN Jan 9 2010, 05:55 AM
Hey thanks a ton Rising. VERY VERY HELPFUL.. i know im the only player that have posted in a year but i am currently training only Vanilla China and the replay pack is very useful.. gives me a solid BO vs random army on TD and i can just waypoint to figure out my unsecure flank defense.. THanks again and well done.. also it if u could ever look in my mentoring thread and offer any advice from my replays i would greatly appreciate this.

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# 14Rising` Jan 9 2010, 12:07 PM
Thanks. Currently uninstalled zh as I don't have the time to play but I'll have a look when my exams are over.


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# 15M4CHIN3GUN Jan 9 2010, 15:43 PM
k thanks. i took a long break from ZH and came back and joined PaL with ReLaX so i could improve my game to how i used to play.. but once again this guide will definitely improve my china game and maybe i will be able to hang with some seasoned pros with some work!

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# 16Yumi Jan 12 2010, 18:57 PM
Has anyone else tried doing this build without getting the Capture upgrade at first? It remains a pretty 'safe' build order (still somewhat weak against Dozer hunting), but you save $1000 early on and don't tie up your Barracks production early game, letting you spam THs to take the middle/attack USA early on if necessary. Your options are far more open than they are with capture, since you have to wait until you take an Oil before you catch up, which can take about a minute or so.

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# 17bliNd- Jan 12 2010, 19:16 PM
done something similar with USA if my power got destroyed, I'd send the rangers from it to oils and get Capture later.

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# 18Opsnyder Jan 12 2010, 22:43 PM
QUOTE(Yumi @ Jan 12 2010, 19:57 PM) *

Has anyone else tried doing this build without getting the Capture upgrade at first? It remains a pretty 'safe' build order (still somewhat weak against Dozer hunting), but you save $1000 early on and don't tie up your Barracks production early game, letting you spam THs to take the middle/attack USA early on if necessary. Your options are far more open than they are with capture, since you have to wait until you take an Oil before you catch up, which can take about a minute or so.

I experimented a bit with that as chinav vs GLA. But in the end it became very different from the oil grab I guess.
I went 5 TH and put them in a building to kill the tunnel in mid, and 2 red guards to kill any terrorists/RPG/workers. Then instead of a WF i made a gatlix. Or a bunkerlix when the tunnel was too far away from the middle. After that i got my WF as soon as possible and started bunkering a bit on the flank(s) where there were tunnels. It worked quite well.

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# 19ReLaX Jan 13 2010, 09:04 AM
Posting those replays would help.

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# 20Opsnyder Jan 13 2010, 09:42 AM
In the mentor topic of machin3gun i uploaded 2 of them. In 1 it worked perfectly like i described here and in the other 1 i fucked it up and adapted for another strategy fast.

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